Question on AKE's (Full Version)

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Wineguy -> Question on AKE's (5/9/2018 9:47:31 PM)

Can an AKE provide supply for 16" guns on a battleship? If they can, what is the criteria you have to follow?

Thanks, Steve.




BBfanboy -> RE: Question on AKE's (5/9/2018 9:54:27 PM)


quote:

ORIGINAL: Wineguy

Can an AKE provide supply for 16" guns on a battleship? If they can, what is the criteria you have to follow?

Thanks, Steve.

They can if the AKE's Capacity is equal to or greater than the Rearm level of the gun.



[image]local://upfiles/35791/7B4CEA29B5F2413AB3E6C0373F56025B.jpg[/image]




Wineguy -> RE: Question on AKE's (5/9/2018 10:03:49 PM)

Thanks, I think I get it. One more question the cargo capacity has to be unique to one ship? i.e I cant use two AKE's whose combined capacity exceeds the ream level?




BBfanboy -> RE: Question on AKE's (5/9/2018 10:15:30 PM)


quote:

ORIGINAL: Wineguy

Thanks, I think I get it. One more question the cargo capacity has to be unique to one ship? i.e I cant use two AKE's whose combined capacity exceeds the ream level?

Correct, the AKE capacities are not combined for the check on whether or not they meet the loading criteria. But each AKE that passes the check can then take part in replenishment, so if the first AKE uses up its OPS points without completing the replenishment and the BB still has OPS points left, the next AKE can start to provide replenishment.
If there are several BBs to rearm, the AI replenishes all the small ammo first (AA being critical) and then tries to replenish each of the BBs in turn, one turret at a time. So BB#1 gets Turret A replenished, then BB#2 gets Turret A replenished etc., then all the Turret Bs and Xs and Ys. When all the BBs or all the AKEs run out of ops points the replenishment ceases until next turn. Note that partial replenish of an individual turret is not done, so if there are enough ops points to reload some of the turret's ammo, but not all of it, it must wait until next turn.




Wineguy -> RE: Question on AKE's (5/9/2018 10:17:39 PM)

Great, thanks for the help and quick turnaround. Steve.




Alpha77 -> RE: Question on AKE's (5/9/2018 10:19:59 PM)

I reloaded 40cm IJN guns (Nagato) with AKEs at a port3 and 40 nav support there. ALso torpedoes works super, only it takes lots of OPS points. So careful if you want to order them to bombard the same turn, they might be "stalled" in the middle of their path to the target base.




BBfanboy -> RE: Question on AKE's (5/9/2018 10:27:16 PM)

quote:

ORIGINAL: Alpha77

I reloaded 40cm IJN guns (Nagato) with AKEs at a size port2 and 40 nav support there. ALso torpedoes works super, only it takes lots of OPS points. So careful if you want to order them to bombard the same turn, they might be "stalled" in the middle of their path to the target base.


The other thing to keep in mind about AKEs is that they must have supply on board. They can use up a lot of that supply doing a replenishment and must then reload from the base (using the "reload tender" button in the ship screen, or putting it in a TF and docking it to load supply). If the base is small, it might take several turns to top up your AKE again, and small bases also have small supply inventories to draw on. As Alpha77 hints, having naval support at the base can increase the rate of reloading supply on the AKE.




Alpha77 -> RE: Question on AKE's (5/9/2018 10:32:39 PM)

Correct the loading of the AKEs themselves in small ports is more a hassle then reloading BB guns. Best load all AKEs at a big port and shuffle them to the small one where you want to reload nearer to the front. Also the AKEs itself use OP points in all these processes so some factors need to planned




rustysi -> RE: Question on AKE's (5/12/2018 6:11:43 PM)

quote:

I reloaded 40cm IJN guns (Nagato) with AKEs at a port3 and 40 nav support there.


Not exactly sure what you mean here, but these are not cumulative. IOW the AKE/AE and port/NS act independently for rearming purposes. You may rearm from either an AKE/AE or the port/NS, not both combined.




Skyros -> RE: Question on AKE's (5/14/2018 4:06:52 PM)

Alfred posted this a few years ago.

There is no easy answer because there are too many variables involved. It is not just rearming which is involved here.

1. Ports have an unadjusted rearm level based on their size. The tables on pages 109, 211 and 239 provide this level. These tables also provide the daily limits on other stevedoring activities.

2. Each undamaged naval support device adds 5 to the port rearm level.

3. In addition to it's adjusted rearm level, the port also needs to have sufficient supply on hand to pay the rearm cost. Usually the availability of supply at a port is not a problem.

4. Tenders can also independently, but not in conjunction with a port, rearm weapons. Two thresholds apply to tenders:

(a) maximum cargo capacity (akin to the port rearm level)
(b) on board supply carried (needed to pay the cost of rearming)

5. The key point which is often overlooked is that rearming also consumes Operation Points. If a weapon is rearmed from the port, then the port's OP are expended. If the weapon was instead rearmed from the tender, then the tender's OP was expended. Depending on how many weapons need to be rearmed and how much ammo is required, it is quite conceivable that the port/tender OP are exhausted for that day and the rearming can only be completed the next day.

6. All TFs at a port, whether they are unloading/loading/refuelling/rearming, are also consuming either port or tender OP (as appropriate). So a cargo TF can conceivably consume all the port's OP, leaving none to rearm a combat TF.


Assuming a suitable sized port/tender and the necessary supply are available, the real bottleneck is the OP and the various demands (rearming and non-rearming) placed on it.

You might also care to read this thread, in particular my post and hyper link.

http://www.matrixgames.com/forums/tm.asp?m=3491611&mpage=1&key=rearming�

Alfred




dasboot1960 -> RE: Question on AKE's (5/16/2018 2:33:40 AM)

Only speaking in the most general terms here, but I believe with adequate naval support points and perhaps a tender or AKE to top it off, one might reload a BB in a Level 1 port. I recently downloaded a chart indicating this but don't remember where I got it. Perhaps BBFanboy?




rustysi -> RE: Question on AKE's (5/23/2018 5:01:39 PM)

quote:

adequate naval support points and perhaps a tender or AKE to top it off


Again, these do not add.




GetAssista -> RE: Question on AKE's (5/23/2018 5:24:42 PM)

quote:

ORIGINAL: dasboot1960
Only speaking in the most general terms here, but I believe with adequate naval support points and perhaps a tender or AKE to top it off, one might reload a BB in a Level 1 port. I recently downloaded a chart indicating this but don't remember where I got it. Perhaps BBFanboy?

I routinely reloaded BBs using dot bases and AKEs, with zero navsupport. AKEs need to be large enough, that's it




HansBolter -> RE: Question on AKE's (5/23/2018 5:47:19 PM)


quote:

ORIGINAL: GetAssista

quote:

ORIGINAL: dasboot1960
Only speaking in the most general terms here, but I believe with adequate naval support points and perhaps a tender or AKE to top it off, one might reload a BB in a Level 1 port. I recently downloaded a chart indicating this but don't remember where I got it. Perhaps BBFanboy?

I routinely reloaded BBs using dot bases and AKEs, with zero navsupport. AKEs need to be large enough, that's it



AEs are typically larger capacity than AKEs and can almost always reload a BB.

If I'm setting up a port as a reloading hub for bombardment runs I typically deploy at least one AE along with the AKEs.

More AEs get added depending on how many BBs I intend to operate out of that hub.




rustysi -> RE: Question on AKE's (5/23/2018 6:52:42 PM)

quote:

AKEs need to be large enough, that's it


And have supply on board.




rustysi -> RE: Question on AKE's (5/23/2018 6:53:43 PM)

quote:

AEs are typically larger capacity than AKEs and can almost always reload a BB.


For those of you who may not know, Japan hasn't any AE's.




Dili -> RE: Question on AKE's (5/24/2018 12:19:42 AM)

Do AE/AKE's resupply mines?




BBfanboy -> RE: Question on AKE's (5/24/2018 6:20:37 AM)

quote:

ORIGINAL: Dili

Do AE/AKE's resupply mines?

Yes, with the usual size limitations/reload level. **

** Edit: ...provided there are some in the pool.




Dili -> RE: Question on AKE's (5/24/2018 7:51:19 AM)

Thanks.




Alfred -> RE: Question on AKE's (5/24/2018 9:21:26 AM)


quote:

ORIGINAL: BBfanboy

quote:

ORIGINAL: Dili

Do AE/AKE's resupply mines?

Yes, with the usual size limitations/reload level. **

** Edit: ...provided there are some in the pool.


No.

Skyros's post quoted me on rearming and provided a hyper link where I specifically address the capabilities of these tenders.

I never provide a hyperlink back to a superfluous thread. In fact I expect people to read the hyperlinks I provide as they always contain further additional relevant information/source dev comments.

It is this general reluctance from many to actually bother reading what I explicitly point out that has confirmed the waste of time it is me posting.

Alfred

Alfred




Dili -> RE: Question on AKE's (5/24/2018 12:13:29 PM)

Thanks Alfred

I wasn't aware it was a comprehensive reply, thought was only pointing to a topic about main ammo replenishment.




rustysi -> RE: Question on AKE's (5/24/2018 4:28:07 PM)

OK, I don't want to be an a$$, but sometimes I have to....

quote:

4. AE/AKE can replenish all weapon systems (except mines),


[:D][8|][sm=innocent0009.gif]




BBfanboy -> RE: Question on AKE's (5/24/2018 5:14:51 PM)


quote:

ORIGINAL: rustysi

OK, I don't want to be an a$$, but sometimes I have to....

quote:

4. AE/AKE can replenish all weapon systems (except mines),


[:D][8|][sm=innocent0009.gif]

Points taken!




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